Ping me on discord here and I'll help sort it out. Screenshots will help, thanks. https://discord.gg/SEueCPFN
Chris' Tutorials
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UPDATE:
- Removed the null placeable reference in top down demo. Should work again. Updated demo uploaded grid_building_demo_project_3.2.1
- Added a test to check demos for null placeable references on the UI.
- Moved testing folder from addons/grid_builder_gut_testing to test for clarity. These tests validate that the plugin should run correctly and shouldn't be needed in your actual project (but feel free to copy them in and run them with Godot Unit Test (GUT) if you know how)
The gut testing 'addon' is just for running unit tests within the demo project to test the real addon's functionality (I probably will just move this to a folder called test in the demo project in the future) I will check the mentioned collision problems and update the empty / null placeable in the demo asap.
I'm currently writing tests for an isometric demo. I had to add support for skew which is still only in my dev version (since isometric use irregularly shaped rectangles). Currently getting collisions to work nicely. If all goes well it will be the next update and there will be a guide on how to use it with isometric.
The demo is now in a secondary download grid_building_inventory-3.1.0.zip. I didn't have the latest demo up there when you posted the question sorry about that! The demos are separate from the main package to reduce clutter from the plugin (and those people's main game projects). Just posted the update to the plugin so I recommend updating while you're at it. I'll have a new tutorial out soon. Let me know if you have any further questions. Thanks!
The WebGL browser standalone? I found certain keys don't work in the standalone (like Esc) so I set F8 as the quit game button. You wanted to pause the game not just exit the game though, right? Do you already have a pause script that works in the editor? If so can you post it on pastebin.com and link me. I'll take a look
When you use Debug.Log you have to return an animationClip or return null. The argument exception breaks the code's execution but debug.log only leaves a message in the console.
If you add return null after the debug line then you should be good.
When a function has an AnimationClip return type, it must always either return an animation clip, return null.
It could be that the images are set up with compression or filter on. These are the settings I am using for the BG images.
The changes I specifically make over the unity defaults ~ Filter Mode: Point(No Filter), Max Size 4096, Compression: None, and Pixels Per Unit 16 (this is just so one grid square = one square on the tileset). I also took the scale of the backgrounds and put it to 4 on X & Y to make it large compared to the game stage.
EDIT: Pack has a custom gatherer character now to use with the tools. It has swing and walk animations (Idle uses first frame of walk)
That's a good idea. I'll see what I can do. I really like the characters from https://limezu.itch.io/moderninteriors but I should have one for this pack since not everyone has that.